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Unreal Engine Livestream - TimeSynth in Blueprints - April 25 - Live from HQ

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  • replied
    Doug_Richardson I wrote the music. It has the same licensing agreement as sample content on the Epic Learning Tab, which I believe means you can use it in your Unreal Engine projects only.

    Definitely give me a shout out if you do something cool with it!

    Leave a comment:


  • replied
    dan.reynolds and VictorLerp Where did you get the music from in the sample project? I'm wondering if I'm licensed to use it like UE4 marketplace content or if it is outside the scope of that.

    Leave a comment:


  • replied
    Any updates on the plugin? We miss custom metrum setup really much, right now is very limiting. Also, C++ API would use some improvements.

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  • replied
    I know it's little bit late, but I started to listen to this stream because couldn't find a way to make sound in my game. Funny that Dan was upset about middleware question. I kinda new in the world of game engines. I've tried wwise and fmod. And, for example, I couldn't find a way to control playback position of files way I needed. So if you want make a just media player it is simplier to make it in unreal itself by using new audioengine. I looked through music implementation and think for the moment it is easier to do such thing with middleware, especially when you work with lots of people and they don't want from you any "code", just stick to events in game. But look the way unreal audio engine developed I think soon sound professionals understand its usability. My problem is understanding blueprint's communication with each other, and game objects)) I hope I would figure it out.
    Last edited by evgeni doudar; 02-07-2020, 07:24 AM.

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  • replied
    Originally posted by IridiumStudios View Post
    So, I have a crazy issue that I almost can't believe I can't find anywhere, but...it's here.

    It's as simple as this: in a packaged game (not editor), Unreal will crash if you attempt to open level while a TimeSynth component is playing (or even after you stop it).

    I took this project and the only thing I did was wire the "Play Hit" button to load another map, put the two maps in the packaged build, and built it. You can change maps if you don't hit the play button, but if you hit the play button and then try, it crashes immediately, with the crash log:

    [2019.12.14-21.59.56:106][355]LogOutputDevice: Error: Ensure condition failed: 0 [File: C:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/GarbageCollection.cpp] [Line: 1547]
    [2019.12.14-21.59.56:106][355]LogOutputDevice: Error: Spent to much time waiting for FinishDestroy for 2 object(s) (last object: SoundWave None.None), check log for details

    Admittedly I'm running this in 4.23.1, not 4.22, but I can't downgrade my actual project where this is relevant, so.

    Is there any possible workaround to this? Kind of need to change maps.
    We're getting this crash too, using time synth/changing maps/restarting the experience. Our project (an installation) is currently deployed and time synth has been giving us grief all through the Christmas break and even now.

    Leave a comment:


  • replied
    dan.reynolds Still looking for an answer on this. Any luck?

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  • replied
    So, I have a crazy issue that I almost can't believe I can't find anywhere, but...it's here.

    It's as simple as this: in a packaged game (not editor), Unreal will crash if you attempt to open level while a TimeSynth component is playing (or even after you stop it).

    I took this project and the only thing I did was wire the "Play Hit" button to load another map, put the two maps in the packaged build, and built it. You can change maps if you don't hit the play button, but if you hit the play button and then try, it crashes immediately, with the crash log:

    [2019.12.14-21.59.56:106][355]LogOutputDevice: Error: Ensure condition failed: 0 [File: C:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/GarbageCollection.cpp] [Line: 1547]
    [2019.12.14-21.59.56:106][355]LogOutputDevice: Error: Spent to much time waiting for FinishDestroy for 2 object(s) (last object: SoundWave None.None), check log for details

    Admittedly I'm running this in 4.23.1, not 4.22, but I can't downgrade my actual project where this is relevant, so.

    Is there any possible workaround to this? Kind of need to change maps.
    Last edited by IridiumStudios; 12-14-2019, 06:14 PM.

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  • replied
    Hey dan.reynolds, I tried your suggestion, but it seems the Beat Event doesn't count correctly with anything other than 4 beats per bar.

    Click image for larger version

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    Trying 5/4 still creates a 4 count, skipping the final beat (counts 1,2,3,4)
    Trying 6/4 still creates a 4 count and skips beats 3 and 6 (counts 1,2,4,5)
    Trying 9/4 still creates a 4 count and skips beats 2, 4, 6, 8 & 9 (counts 1,3,5,7)

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  • replied
    SVR33, we haven't had a chance to look at the counting bug yet. As a work around in the meantime, you could ignore bar Events and focus entirely on Beat quantization and do beat counting locally in your script.

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  • replied
    Hey dan.reynolds Any luck replicating the issues I described?

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  • replied
    Thanks Dan, I know you're busy... happy to help however I can!

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  • replied
    Originally posted by SVR33 View Post
    Hi dan.reynolds I love the TimeSynth! This is something Unreal has needed for a long time... I've been stalling almost 4 years, working on other areas in my project, waiting for someone like you to come along and build this. I'm so happy you're working on it. I've got a few questions, though... can you help?

    Firstly, I'm a bit confused on defining time signatures and tempos... for example, in my DAW (Ableton), I'm creating loops at 100BPM in 9/4 time, but no matter what I put in the TimeSynth settings, the BPM is always off (slower) and it seems it won't count anything but 4/4 accurately. See attached.

    Secondly, when I pull "Num Bars" and "Beat" info from the "On Beat Event" delegate, this is my output:

    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 0 Beat# 2.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 0 Beat# 4.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 0 Beat# 6.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 0 Beat# 0.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 1 Beat# 2.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 1 Beat# 4.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 1 Beat# 6.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 1 Beat# 0.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 2 Beat# 2.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 2 Beat# 4.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 2 Beat# 6.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 2 Beat# 0.0

    I was expecting to see beats #1 - 9, for each bar... am I misunderstanding? And why are these counting in twos? Lastly, what does beat 0 translate to? Is that suppose to be the start of the bar (conventionally counted as 1)?

    If I'm misunderstanding, how should I define the TimeSynth settings to align with 9/4 @ 100BPM?

    Thanks!
    Thanks for alerting us to these issues. I'll take a look at reproducing them locally. Currently we consider the TimeSynth to be in Early Access, hopefully with help from early adopters like you, we'll make a truly useful tool.

    Leave a comment:


  • replied
    Hi dan.reynolds I love the TimeSynth! This is something Unreal has needed for a long time... I've been stalling almost 4 years, working on other areas in my project, waiting for someone like you to come along and build this. I'm so happy you're working on it. I've got a few questions, though... can you help?

    Firstly, I'm a bit confused on defining time signatures and tempos... for example, in my DAW (Ableton), I'm creating loops at 100BPM in 9/4 time, but no matter what I put in the TimeSynth settings, the BPM is always off (slower) and it seems it won't count anything but 4/4 accurately. See attached.

    Secondly, when I pull "Num Bars" and "Beat" info from the "On Beat Event" delegate, this is my output:

    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 0 Beat# 2.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 0 Beat# 4.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 0 Beat# 6.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 0 Beat# 0.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 1 Beat# 2.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 1 Beat# 4.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 1 Beat# 6.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 1 Beat# 0.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 2 Beat# 2.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 2 Beat# 4.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 2 Beat# 6.0
    LogBlueprintUserMessages: [Music_BP_C_0] Bar# 2 Beat# 0.0

    I was expecting to see beats #1 - 9, for each bar... am I misunderstanding? And why are these counting in twos? Lastly, what does beat 0 translate to? Is that suppose to be the start of the bar (conventionally counted as 1)?

    If I'm misunderstanding, how should I define the TimeSynth settings to align with 9/4 @ 100BPM?

    Thanks!

    Attached Files

    Leave a comment:


  • replied
    If you try to open the project in 4.22.0 then the project will open without complaint. But, when you try to open a map (or anything else) you will get a 'failed to load assets' error. It will suggest you look at the message log but the message log is empty and gives you no clue.
    It took me a little while to realise that the downloaded and extracted project had associated itself with my copy of engine 4.22 downloaded editor and had ignored my compiled from source 4.22.1 engine. Had to right click the .uproject and switch unreal engine version.
    Works nice now.
    Thanks.

    Leave a comment:


  • replied
    Farkette The project was made in 4.22.1, you will need at least that to open it.

    Leave a comment:

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